Space Engineers

GasBandit

Staff member
I know it's been a while since I started, but I built two of the sixteen enhancement modules on the Star Conrol 2 flagship I'm working on designing in creative.

2014-12-13_00002.jpg


Not quite going canonically here, as the hellbore canon looks like a ridiculous black and red air funnel in 3D, the first slot is the Auto Tracking System (which will have turrets on it),



and the second slot is a Crew Pod, and I'll be having to set the individual lights to be dazzling colors, which will be really time consuming.

 

GasBandit

Staff member
Work continues slowly on @Frank's fantasy flagship. The next module added is the High Efficiency Fuel System.




2014-12-16_00001.jpg


As you can see I've also taken a stab at the twinkly lights on the outside of the Crew Pod. I've got plans to add some Storage Bays and a Point Defense module toward the end, but it's gonna be tricky figuring out what to fill 11 slots with. And it's slow, difficult work, having to alt-tab out often to look at reference material. But, as the server I play on is still mostly down due to the bugs introduced in the previous patch, I expect I'll keep working on this in the meantime. Not sure if I'll ever get it built in Survival MP (it's going to be incredibly huge and expensive with not much of an identified role, really), but maybe it'll give the guys in the subreddit something to ooh and ahh over. They seem to be impressed by impractical creative-mode builds.
 
kidding aside, I kinda have to, or I'll burn myself out on the one thing.
Amen to that. Stay hot, stay flexible.
It's a genuine concern of mine. I no longer have enough time to do more than one or two things, and I am legitimately anxious about how this will impact my long-term creativity.

Stay frosty, kids!

--Patrick
 

GasBandit

Staff member
I'm experiencing quite a dramatic increase in views the last few days, almost all of them coming from youtube searches for "space engineers tutorial" or a close variant thereof (even a few searching for mine by name - eg "Space engineers gasbandit" or "space engineers tutorial gasbandit". I'm guessing lots of people are taking advantage of the 50% off sale.
 

GasBandit

Staff member
Seems to me this week's "bugfixes" in the bugfixing patch are just fixing bugs introduced by last week's bugfixing patch. WHEN ARE THEY GONNA FIX AMMO CONSUMPTION I WANNA KNOW.

Summary
Netgraph has been added. This will help players to check their connection status with the server. It can also be used by non-dedicated servers to check the amount of used bandwidth. Another addition that we did is the option to disable block deformation and destruction (in world settings).

Warning: Players will experience long loading times when loading a world that was created before update 01.060. This happens only for the first time (save a map and the loading time should be back to normal for that map next time). We already fixed long loading times in cases of creating a new world, but there are still some issues with asteroids and their size - we are working on improving this as well.




Netgraph Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=357872062

Features:
- net graph (CTRL+H)
- destructible blocks option in world settings (Enables/disables blocks deformation and destruction for the map. If disabled, no blocks can be damaged or destroyed)

Fixes
- fixed ore detector detecting ore when there was none*
- fixed freeze when grinding
- fixed no message when character crosses the limit world
- fixed piston missing in assembler
- fixed crash in Havok constraints (aka random crash)
- fixed crash in render
- fixed HUD overlapping when in ship
- fixed issue when player could not create new large/small ship grid
- fixed issue with arrow keys not working properly with sliders
- fixed issue with sound of working assembler still running when assembler was not working

*Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress

Edit: Because it was also left out:
  • Fixed Welders not welding a ship on the same grid (Ships can now weld themselves)
(OMG. THIS. CHANGES. EVERYTHING.)
 

GasBandit

Staff member
...automated repair unit?

--Patrick
PRETTY FRICKIN MUCH

Let me introduce you to the cross-section of my unkillable dreadought.

Armor - Layer of welders - actual ship carrying hundreds of thousands of steel plates - layer of welders - Armor.
 

GasBandit

Staff member
Update 01.062 - Super-large worlds, Procedural asteroids and Exploration

Summary
This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer.
For more details about the new features, please read Marek's blog post: http://blog.marekrosa.org/2014/12/space-engineers-super-large-worlds_17.html

Finally, we would like to send our best wishes to everyone and we hope that your Holidays will be more fun after these additions







Features
- super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU)
- procedural asteroids - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1)
- exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!

Fixes
- fixed exploration tag not working
- fixed issue with WriteBinaryFileInLocalStorage
- fixed holes in asteroids when generated too close to the edge of the storage
- fixed interior lights color problem
 
Hubby just got me this game for my birthday. I haven't been able to try it yet though because I am too full of food.
 
Look at it this way...now you'll be able to attack your enemies with missiles bearing virtual viral payloads instead of trying to decide which module goes boom best.

--Patrick
 

GasBandit

Staff member
Update 01.063

Summary
Happy New Year Space Engineers! Our first update of this year includes a very special and highly anticipated feature. Programmable block (aka “in-game programming”) has been added! The block is fully programmable within the game’s environment and world. Programming is now an integral part of the gameplay (this is not modding – that has been added a few months earlier). Programmable block can access other blocks in a grid or through antennas, open and close doors, lit on the lights, and more. Ownership determines what can be accessed. This is a first prototype, just to get it to your hands and get real feedback from you. More options and improvements will be implemented in the future. You can read more info about in-game programming on Marek’s blog post:http://blog.marekrosa.org/2014/06/programming-in-space-engineers_4.html



In-game programming guide: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557

Features
- programmable block
- workshop support for programmable block (sharing scripts)
- added little more deposits to generated asteroids

Fixes
- fixed spawning in distant locations
- fixed rendering issues with asteroids in distance (no more shrinking)
- fixed terracing artifacts (stairs) on torus asteroids

--------------------------------------------------------------------------------------------------------------------------
So I guess we're done with bugfixing for now? Pity. I can understand they don't know how to fix multiplayer lag yet, but I was hoping at least for the long-standing ammo consumption bug to be addressed.
 
Getting to the point where single player is boring, then again I haven't played in two months time.
Going to get back in and check out the new blocks, and the programming one. From what I read it has massive potential to change the style of how things can be played. Shoot you could probably set up an entire base and drone system to do what you want, and just sit in the chair the whole game whilst it plays for you.
I'm also going to see about starting a world to check out the new universe spawn. 1billion km in size, have a feeling they are going to up the max speed shortly. Otherwise it would take longer than recent history to cross that area of space, and we do it with current methods in less than a year.
 

GasBandit

Staff member
Getting to the point where single player is boring, then again I haven't played in two months time.
Going to get back in and check out the new blocks, and the programming one. From what I read it has massive potential to change the style of how things can be played. Shoot you could probably set up an entire base and drone system to do what you want, and just sit in the chair the whole game whilst it plays for you.
I'm also going to see about starting a world to check out the new universe spawn. 1billion km in size, have a feeling they are going to up the max speed shortly. Otherwise it would take longer than recent history to cross that area of space, and we do it with current methods in less than a year.
Single player got boring for me within a couple days. The multiplayer server I play on is really mean, though, as I'm sure you've read/seen.
 
Yes, from what I've seen you write about along with the videos you have posted. I have to buff up my skills if I want to play on something like that.
 
After playing for a few days (and some help from Gas himself, thanks man!) I'm looking for the following for your next tutorial: weapons and combat. Basically I'd like an overview of how this works, both vs NPC ships (those cargo carriers that are random) as well as in PvP, which you gave a bit of an intro to.

A summary of the following would be great:
  • Each weapon type, guns, turrets, missiles, etc. Their pros and cons. Supposedly some are bugged right now (use too much ammo) and some you have to make sure you don't shoot yourself? I'd like some clarification
  • The "built" weapons, like warheads, and missiles of such. An introduction to "remote control" might also be a good idea here.
  • Purely kinetic weapons, AKA: how effective is ramming, and how to do so.
  • Defense against the above.
  • Movement patterns - what works and what doesn't.
I'd also love to have an explanation of what good ship design basics for combat are. Heavy vs light armor. How durable is glass (it uses bulletproof glass... though I'm sure it's not actually bulletproof), etc. Where should key systems be? Are thrusters relatively durable, or not? Etc.

Any of the above really. Divided up if you have to. But I'm interested to know what's good/bad. Your tutorials are really easy to follow.
 
Did they tone down armor yet? I know for awhile there you needed like 16 missiles to break a light armor block and that was kinda dumb.
 

GasBandit

Staff member
I've been really hesitant to make a weapons/combat tutorial because the dynamic still is in flux, sometimes changing almost patch-to-patch. If you'd have gotten me to make that tutorial before they changed missiles to "volumetric" (not really volumetric, just LOS) I'd have been emphasizing missiles as shipkillers and the need for multiple layers of armor - now, however, missiles are a joke vs heavy armor - I tested shooting a single layer of heavy armor, and got 15 hits in the same exact spot before blocks on the other side got damaged. Conversely, gatling guns (both the small ship fixed gatling cannons and the large ship gatling turrets) got a damage boost and are shredding - especially vs light armor. Last night we finished rebuilding the Vindicator and took it for a spin around the sector - didn't torp anybody but the gatling cannons were ripping starter ships to ribbons - whereas typically in the past they'd been only really useful vs spacesuits. Missile launchers used to be sniper weapons with a 2km range, but that got shortened to 800m so you couldn't snipe turrets with them from out of turret tracking range.

Cause you're a pal and all, though, I'll answer your questions here and give you a brief rundown of how things stand now -

Weapon types -

Gatling Cannon -
Pros:
Ammo is cheap
Direct fire aimable with laser dot
Moderate damage
Automatically reloads via SMALL conveyor
Cons:
Small ships only
Currently experiencing the ammo bug (overconsumes ammo sometimes by ~1000%
Recoil shakes/turns ships when firing (currently bugged and not occurring)

Rocket Launcher -
Pros:
Heavy/splash damage (currently bugged and not as high as it should be)
Direct fire aimable with laser dot
Can destroy asteroid material
So far has not experienced the ammo bug.
Available both in large and small ship varieties
Small ship has both manual and automatically reloading variants (provided LARGE conveyor access), large always automatic
Cons:
Ammo is expensive (requires more materials per amount of damage than gatling ammo, plus uses uranium in warhead)
Projectile is slower - easier to miss moving target
MULTIPLAYER LAG MAKES THIS WEAPON DANGEROUS
(firing while moving forward frequently causes missiles to materialize BEHIND the launcher)

Gatling Turret -
Pros:
Ammo is cheap (and so far this turret does not usually experience the ammo bug)
Automatic tracking of targets
Moderate damage
Automatically reloads via conveyor
Cons:
Large ship/station only
Target tracking ability degrades rapidly with range vs moving targets, won't track farther than 800m
Despite available "target missiles" setting, actually abysmal at shooting down incoming missiles
Sometimes loses ownership flag while in combat (bug)
Not particularly good at holding fire when friendly targets (or other parts of your own ship) are in the way.
Multiplayer lag currently makes this turret likely to shoot itself if firing in the direction of travel (bullets appearing behind itself)
Note: Turrets can be manually controlled on an individual basis via control panel/hotkey while in control seat

Missile Turret -
Pros:
Heavy/splash damage (currently bugged and not as high as it should be)
Automatic tracking of targets
Automatically reloads via conveyor
Cons:
Large ship/station only
Ammo is expensive (same as launcher)
Ammo bug frequently causes this turret to consume multiple (15 to 30) missiles per shot erroneously
Target tracking ability degrades rapidly with range vs moving targets, won't track farther than 800m
Projectile slower than gatling - makes tracking even worse
Despite available "target missiles" setting, actually abysmal at shooting down incoming missiles
Not particularly good at holding fire when friendly targets (or other parts of your own ship) are in the way.
Multiplayer lag currently makes this turret likely to shoot itself if firing in the direction of travel (missiles appearing behind itself)
Note: Turrets can be manually controlled on an individual basis via control panel/hotkey while in control seat

Interior Turret -
Pros:
Inexpensive to build
Least expensive ammo (and so far largely unaffected by the ammo bug)
Small form factor of 1 block (other turrets take up 27 blocks - 2 blocks for the turret itself plus a 1 block buffer zone in every direction)
Automatic tracking of targets
Cons:
Low damage - only really effective vs spacesuits
No conveyor access - turret ammo must be refilled by hand
Tracking ability degrades rapidly with range, won't target beyond 800m

Hand tools -
Pros: No ammo needed, no ship needed, start with them in inventory.
Cons: Melee range only, unprotected user
Notes: Hand welder ineffectual, hand grinder good vs players, hand drill good vs ships

Ship Welder -
Pros: No ammo needed, nearly instantaneously fatal to spacesuits, splash damage
Cons: extremely fragile, useless vs ships/stations

Ship Grinder -
Pros: No ammo needed, good damage vs spacesuits, splash damage, collects parts from enemy ships into inventory automatically, including enemy's inventory.
Cons: moderately fragile, damage vs ships slow/over time, LOUD NOISES gives away approach/attack

Ship Drill -
Pros: No ammo needed, splash damage, extremely tough to damage, can clear asteroid material, excellent ram beak
Cons: shakes ship badly when in use (currently bugged/inactive), LOUD NOISES, not as effective vs spacesuits



I'll post more on the other questions in a bit.[DOUBLEPOST=1420560740,1420560687][/DOUBLEPOST]
Did they tone down armor yet? I know for awhile there you needed like 16 missiles to break a light armor block and that was kinda dumb.
Not vs missiles, but gatling guns are much more efficient at chewing through light armor now than they used to be.
 

GasBandit

Staff member
Oh and a couple I forgot -

Assault Rifle:
Pros: Portable, cheap to manufacture, inexpensive ammo, only ranged weapon carried by a spacesuit
Cons: Low damage (only really effective vs other spacesuits), AMMO BUG (sometimes consuming hundreds of shots per pull of the trigger without commensurate damage)

Decoy:
Pros:
Any enemy turret with the decoy in its range will target the decoy exclusively until it is damaged beyond functionality, ignoring other targets
Available in both large and small ship varieties
Cons:
Not particularly tough (needs armor around it to survive long)
No offensive capabilities
Not 100% effective (but close)
 
I understand about the video thing. The text dump was great as it was. Thanks!

How's glass btw? Better than light armour, or worse? I would HOPE it's worse than heavy armour.


Also, is there any good primer on remote control, and what you can do with that? What antennaes are useful for is still a bit... huh? I guess I could mess around, but this is easier. ;)
 
Yeah, Decoys are nasty if deployed right. A nasty tactic for multi ship fights is to have someone bring in a fat, slow ship full of decoys and heavy armor and then just have them soak up shots while your boys go to work.

It's also worth mentioning that remote control and remote cameras aren't working in multi, last I heard.[DOUBLEPOST=1420563413,1420563221][/DOUBLEPOST]
I understand about the video thing. The text dump was great as it was. Thanks!

How's glass btw? Better than light armour, or worse? I would HOPE it's worse than heavy armour.


Also, is there any good primer on remote control, and what you can do with that? What antennaes are useful for is still a bit... huh? I guess I could mess around, but this is easier. ;)
Glass is worthless right now except against small arms.

Remote control lets you do anything you can do in a normal shp, but remotely... but both the control ship and the console you are using need Antennas to function because broadcast range determines how far the ship can be controlled. Functionally, to build a remote ship you need at least the normal ship stuff (minus a cockpit), a remote control thing, an antenna, and a remote camera. What you'll do is access the ship via the console, then switch to the camera, and then fly it as normal.
 
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